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In astonishingly simple terms, there are 3 chief game plans used. You need to be agile enough to hop between tactics instantly as the course of the match unfolds.
The Blockade
This involves creating a 6-thick wall of checkers, or at a minimum as thick as you are able to achieve, to barricade in the competitor’s checkers that are on your 1-point. This is judged to be the most suitable course of action at the start of the game. You can create the wall anywhere between your 11-point and your two-point and then shuffle it into your home board as the game progresses.
The Blitz
This is composed of locking your home board as quickly as as you can while keeping your opponent on the bar. e.g., if your opposer rolls an early two and moves one checker from your one-point to your 3-point and you then toss a 5-5, you are able to play six/one 6/1 eight/three eight/three. Your challenger is now in serious difficulty seeing that they have two checkers on the bar and you have locked half your inner board!
The Backgame
This course of action is where you have 2 or higher anchors in your competitor’s home board. (An anchor is a point consisting of at least 2 of your pieces.) It needs to be played when you are extremely behind as this strategy greatly improves your circumstances. The best areas for anchor spots are towards your opponent’s smaller points and also on abutting points or with one point in between. Timing is crucial for a competent backgame: after all, there is no reason having two nice anchors and a solid wall in your own home board if you are then forced to dismantle this right away, while your opposer is moving their pieces home, because you do not have any other extra pieces to move! In this situation, it’s more tolerable to have pieces on the bar so that you are able to preserve your position until your opposer gives you a chance to hit, so it will be a wonderful idea to try and get your opponent to hit them in this case!